XCOM 2
[WOTC] Psionics Ex Machina 3.4
825 Comments
Seven 20 hours ago 
Got it! Thanks for the reply, it makes more sense now why some of my ""Grade III"" are stronger than my ""Grade IV"" and so on. excellent mod btw!
MrCloista  [author] 6 Dec @ 2:10am 
Grading gives a psioffense boost, higher grade is generally higher, but it's a random roll woth weighting, so lower grades can roll higher. The major bonus of Grading though is the Clarity of Mind perk (will boost and makes psi perks free actions) as higher grades reduce it's cooldown
Seven 5 Dec @ 10:41pm 
I love this mod, but I'm curious, I don't quite understand the "Grading" is there a post or list someplace that can give more clarity to how it works?? I don't seem to notice a difference between a Grade II and a Grade IV for example. Is one supposed to be stronger than the other, or is it like will based? I do notice that one of my Grade III has more psionic power (The number next to the PSI icon on Extended Personnel Info Redux) than my one Grade V though. Is the lower the Grade number, the higher the power?
Nephyral 21 Nov @ 7:37am 
Just adding this line works! I tried it with these two lines:

+AbilityRestrictions=(AbilityName="Domination", WeaponCat="bioamp", InvSlot=eInvSlot_SecondaryWeapon)
+AbilityRestrictions=(AbilityName="Stasis", WeaponCat="bioamp", InvSlot=eInvSlot_SecondaryWeapon)

and voila, I can use it in tactical fights.

I think I keep it small and just add a Gem, when I find it during the game and want to equip it in the bioamp/gauntlet. The other psi classes (chaplain, Psion, Kinetomancer and some others) just work fine anyway.
Thank you for your help! :-)
Zelfana 21 Nov @ 7:08am 
Yeah basically just like that. You have to do that for all psionic abilities that have been configured in other Amalgamation spec mods you might have.

It is unfortunately very difficult to tell which ones have already been configured for other weapons so for best results you would need to configure all of them for all supported weapons, not just bioamps. That will require copying all of the lines and changing the WeaponCat on them.
Nephyral 21 Nov @ 6:38am 
Hi Zelfana, thx for your appreciated help. Do I unerstand you right? I have to add every single skill from each gem, that I want to put in the bioamp, to make the skill from the gem work?

So, in the XcomAmalgamation.ini from the biiotic class, I add another line like this:
+AbilityRestrictions=(AbilityName="RM_Reave", WeaponCat="bioamp", InvSlot=eInvSlot_SecondaryWeapon)
and put in the relevant skill name where it sais "RM_Reave" in the above line (ie.g. "NullLance")?
Zelfana 21 Nov @ 12:30am 
@Nephyral

Amalgamation config problem, abilities can be configured to only work for specific weapon types on specific slots so if anything does that you have to add other weapons to the config for them to work even when you get the abilities from elsewhere.

The relevant config is in each spec mod's XComAmalgamation.ini file; AbilityRestrictions.

This is similar to Ability To Slot Reassignment but for that I have already configured all weapons I know of in my Assorted Fixes Config mod. Amalgamation on the other hand is way too complicated to configure so I have not bothered with that.
Nephyral 20 Nov @ 11:05am 
I tested a bit: its only the slots from vindicator gauntlet and biotic amp, and they have the exact same issue with the exact same gems.
Some gems work (Boulder Crush, Compulsion), some don't work (Domination, Ray of Light, Stasis, all kind of Lances like Kinectic Lance, Sould Merge).
Nephyral 20 Nov @ 6:10am 
oh, I must correct myself: my amalgamation vindicator (with 2 other non psi classes) has equipped 4 gems in his gauntlet. 2 of them have the same problem (Soul Merge and Stasis), the other 2 work fine (Boulder Crush and Compulsion).
Just for understanding: 4 gems, caus Soul Merge is a Meta Gem and gives an additional slot.
Nephyral 20 Nov @ 5:53am 
Hi, amalgamation biotic class does not show the skills from Gems equipped in the biotic amp. I have several biotic solders, same issue with all of them. In all other classes (electro wizard, templar, vindicator, chaplain etc) the Gems work without problems.

To be clear, I can equip the Gems in the biotic amp, the soldiers just dont have the relevant skill in the tactical fights.

Any ideas to give the Biotics the power they deserve?
Moonlit Fields 9 Nov @ 7:53am 
@MrCloista Thank you. I was pulling my hair out all yesterday LOL
MrCloista  [author] 9 Nov @ 1:27am 
@Moonlit Fields pexm doesn't add focus to perks at all so it sounds like you have another mod adding that which conflicts with how pecm works. Are you using Proficiency Psi Ops as well? The 2 are not meant to work together.
Moonlit Fields 9 Nov @ 12:07am 
Graded a savant- put a +60 psi implant on them, have tier 3 for the amp. Still cannot cast anything with full will as i dont have enough focus? Im so confused lol
Leo.Brunix 14 Oct @ 11:11pm 
Ahhh! Got it, thanks a million MrCloista
MrCloista  [author] 10 Oct @ 2:01pm 
Just the psioffense vs will roles. Your best bet is to give them the pcs with the best psioffense possible instead of best passive perk, and try to get their combat intelligence as high as possible before grading them. Also upgrade psiamps ASAP and use the utility stuff from cut content psionics mod to boost it further.
Leo.Brunix 10 Oct @ 12:24pm 
My soldiers seem to be extremely inaccurate with their powers. They barely hit any offensive abilities at 60, 70, and even 80 percent success change. Is there anything that might be affecting this?
RustyDios  [author] 26 Jul @ 10:40am 
somewhere in the XComPsionicsExMachina.ini ... its pretty well commented, I'm just not at my PC to tell you the exact location
Xantharion 26 Jul @ 10:15am 
So playing on legend difficulty the psionic grading takes 6 days to complete. Just wondering where in the config file I could change this to a slightly less time and what I would need to change
Soul 25 Jul @ 4:44am 
You could also get a mod that change a bit how the psionic work,probably one making it more like the other classes,a promotion one rather than tied to the facility itself.
RustyDios  [author] 24 Jul @ 11:18pm 
There's no need for that class with this mod.

But yes there is a way if you really want/need it. Go into the config files and change the option to TrashTheOldLab to false.. and then comment out the section that removed the class in the classdata ... you'll need to build *both* labs to utilise the old class ..... ....
AssistantRat72 24 Jul @ 10:48pm 
is there still a way to get the Psionic class and/or how do you get that class?
RustyDios  [author] 23 Jul @ 10:52pm 
They count up, 1 is low/worst, 5 is high/better
Tommy 23 Jul @ 5:44pm 
Psionic Grades are 5>4>3>2>1?
Or 5<4<3<2<1?
Terra_Wiccanbird 15 Jul @ 5:43pm 
this mod is really cool, you basically added a materia system to the game lol
MrCloista  [author] 27 May @ 4:05pm 
You'd need to ask on the lwotc modpage for that.
< blank > 26 May @ 8:05pm 
Please indicate in which file and where exactly 'the number of slots the Amps' is located. Thank you
RustyDios  [author] 26 May @ 3:54am 
You're issue is using LWotC, which overrides the number of slots the Amps have in its config files. To fix this you'll need to set those values to something other than 0
< blank > 25 May @ 7:54pm 
我使用了LWOTC模组。基础灵能增幅器拥有两个升级插槽,但是高级灵能增幅器没有升级插槽,显示已经升级完毕,从而无法添加技能宝石。我首先在研究室研究完成了高级灵能计划,然后在灵能实验室研究了高级灵能计划。怎么解决这个问题?I used the LWOTC module. The basic psychic amplifier has two upgrade slots, but the advanced psychic amplifier does not have an upgrade slot, indicating that the upgrade has been completed and therefore cannot add skill gems. I first completed the Advanced Psychic Program in the research laboratory, and then studied the Advanced Psychic Program in the Psychic Laboratory. How to solve this problem?
EvilBob22 25 May @ 10:18am 
Yep, it's in XComPsionicsExMachina_Abilities.ini, under the header "[PsionicsExMachina.X2EventListener_PexMWillEvents]". The option is "ClassesToSkipPsionicWillDrain", so for example, it has:
+ClassesToSkipPsionicWillDrain=Templar
Joe Marotta 25 May @ 4:30am 
It looks like the base Vindicator class uses will for psionic activities. Is there a way to exclude this class via config?
Cleo 16 May @ 10:49am 
Yeah I did that, turns out I still needed elerium researched
RustyDios  [author] 16 May @ 3:03am 
Should be an unlock project in the lab
Cleo 16 May @ 2:30am 
Sorry maybe im dumb but what do i need for magnetic tier psi amps? I researched advanced psionics and its not showing up. ive done the priest and sectoid autopsies. Does it come with advanced mag weapons?
RustyDios  [author] 4 May @ 4:37am 
Discussion thread, second screenshot, mod description... ... ... ... ... exasperated sigh
Purple Eyestabber 4 May @ 3:53am 
Only my guy's rifle shows up if I click "upgrade weapon".
Purple Eyestabber 4 May @ 3:52am 
Hi, I'm running this alongside an RPGO campaign and I can't upgrade the psi amps at all. Help, please?
Soul 26 Apr @ 1:16pm 
Yep,I use both just fine
B0atsMcG0ats 26 Apr @ 12:22pm 
Is this compatible with Iridar's FOXCOM mod?
MrCloista  [author] 20 Apr @ 5:43pm 
You need to access them via squad select, or via the upgrade screen if you use mod everything reloaded
snake 20 Apr @ 3:39pm 
I have all the mods as well as the dependencies but I don't know how to access the slots on the psi amp. I already unchecked the option on robojumps squad select.
MrCloista  [author] 24 Mar @ 9:56am 
@jbestmitchell as Rusty said, the gift and psi skill trees aren't from this mod. Both psi overhaul v3 and Foxcom psionics use the mechanics you describe so it would be one of those. PexM has all psi abilities drop as upgrades you slot into a psiamp (GEMS) or as PCS.
RustyDios  [author] 24 Mar @ 7:55am 
"the gift" is not from this mod, but something normally from PsiOverhaulv3 ?I think?.. which iirc requires you to put the soldier back into the lab slot (staff slot 6 of this mod, when using both ?) to train the next PsiRank ...

sorry if my answer is a bit vague, it's been a very long time since I used both mods together
jbestmitchell 24 Mar @ 7:09am 
How are the psion abilities earned? I see the ability tree with ones ranked with "the Gift" but the psion abilities never upgrade with experience
Found what was causing the error after Psi-Grading - I uninstalled the other mod, but was still getting the error icon and message. Her combat intelligence was set to 5 and that was triggering an error. It works fine when combat int is set below 5.
Hello. I seem to be getting an error and possibly a conflict. I see this mod "gets rid of" the need for the psi lab, etc - but I am running modjam, and it seems to have the psi lab. I slapped a soldier in, and when finished, I got an unknown error, the missing icon image for the soldier. Is this incompatible with Iridans Psi Overhaul? I'm just guessing, here - I grabbed a few things that mod jam mentioned, and etc.
MrCloista  [author] 17 Mar @ 4:17am 
Lwotc doesn't allow that unfortunately
C.K. 16 Mar @ 11:07pm 
Hey @RustyDios, how can i put psi amps to pistol slot in LWOTC? What mods or config changes should i get. Im using "No more psi amps" with this.
Astraad 20 Feb @ 4:27am 
@RustyDios thanks man. Worked like a charm
RustyDios  [author] 19 Feb @ 9:15am 
with the soldier selected in the armoury use the following console command;

RustyFix_Toolbox_PexM_AdjustPsiGradingForThisSoldier true

this will force/refresh the soldiers grading
Astraad 19 Feb @ 8:09am 
Hey @RustyDios, first off thanks for the mod its good fun. I have a small problem in that I changed the ComInt of one of the squad to a level out of bounds before then putting said follower through PSI grading (this gave me an error that I should not have seen). I subsequently reset the comint to a normal level but this has not fixed the grading and the character does not appear on the available grading list. Is there a way to reset this somehow?